thanks for the pic. I took a look at the other images in your gallary too. Im very interested in that road rendering. Could you please translate "Gjord i 3d renderingsprogram" Is it you own rendering program? If so, how do you build the road geometry?

The road is done directly in 3d Studio as a normal mesh with uv-unwrap.

How roadtool in pnpTC will work is another question, but I think the best way is to draw a line were roads shall be, and then you can export the mesh only for the roads and then uv-unwrap in a 3d software. Like I wrote in wish plugin section on this forum.

Or maybe a possibility to make an uv-unwrap directly in pnpTC.

But I think you have to put the road above the heightmaps to have the sharpness.

I think uv wrapping should be directly within TC, so one can directly see how the street looks within the map.

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But I think you have to put the road above the heightmaps to have the sharpness.

You're surely right. The road should be an extra geometry. The tricky part is how to avoid z-fighting problems especially if you have continuous LOD.

The road feature will consist of two parts, I think. First of course an additional geometry automatically created and UV mapped by TC. And second in the distance you will surely not want to render extra road geometry, so we will "paint" the texturemap with the road as well. So when you switch from splatting to texturemap in the distance you can turn off road rendering in the distance as well.

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The same map but directly in CS engine instead of pnpTC, you see, it works =)

Good to see, that it works. I already have an exporter here for 24 bit rgb export, which will result in a much better terrain quality within CS. Will be available tomorrow as beta download too.

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But ofcause, the splattingfile do I have to merge into one file (not fun when you use alot of textures)

Yes, I believe you Will try to put that in the beta as well. Such an exporter should'nt take longer than a few minutes.

I think uv wrapping should be directly within TC, so one can directly see how the street looks within the map.

Yeah, that would be a great future.

Quote:

You're surely right. The road should be an extra geometry. The tricky part is how to avoid z-fighting problems especially if you have continuous LOD.

The road feature will consist of two parts, I think. First of course an additional geometry automatically created and UV mapped by TC. And second in the distance you will surely not want to render extra road geometry, so we will "paint" the texturemap with the road as well. So when you switch from splatting to texturemap in the distance you can turn off road rendering in the distance as well.

I think we thought the same way : 1. Draw the road with polyline -> heighmaps between points get smooth.2. Make road mesh -> pnpTC put this mesh maybe 2cm above heightmap (most case this will be enough) and maybe the uw wrapping goes automatic.

Quote:

Good to see, that it works. I already have an exporter here for 24 bit rgb export, which will result in a much better terrain quality within CS. Will be available tomorrow as beta download too.

Quote:

But ofcause, the splattingfile do I have to merge into one file (not fun when you use alot of textures)

Yes, I believe you Will try to put that in the beta as well. Such an exporter should'nt take longer than a few minutes.

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